Have you heard, even a COW can play it now, that just shows how dumb you can be and still play now.
To be fair, flying a Rorq never took much brains.
But you need to have 1337 dairy products in a cargohold.
i said that it needs to create special edition gas anomolies of methane as it works
then you sell the gas to concord as blue loot with a fixed price or to make special boosters or something, but has a side effect of causing explosive damage as an AoE whenever a weapon uses thermal near it
Actually 2020 Eve was already dead. The proper year is 2013 or a few years earlier. With Eve constantly growing in players, income and popularity up to 2013. But also breaking in 2013 and after headed towards its death. So somewhere in the recent years before 2013, were some bad decisions that were the first to make players actually quit Eve Online. With 2013 being the year where quits surpassed new players coming in.
I wasn’t playing in these years and not sure what these changes were exactly but the online player growth was constant, as well as CCPs officially announced player (account) counts, which they were still publishing at that time, until the game was broken in the eyes of the never quitting player base, and people began leaving. And player counts are now numbers CCP fears anyone learn what are.
Yeah, 2020. The year of Triglavian finale (AI ganking in hi-sec) and Forsaken Fortress (broken promise of asset safety). Now FC makes changes to the HUD (nice onces but this will not bring veterans back after they lost so much in assets). And new players when learned about history of CCP changes will fear to play this game. I myself left EVE for 6 years.
Dumb “CCP” decisions. They even sold company to Pearl Abyss to buy it back. That tells everything about decision making there and sums it up perfectly.
The Forsaken Fortress update for EVE Online, released in May 2020, introduced the highly impactful “Abandoned” state for player-owned Upwell structures (Citadels). If a structure goes without fuel for 7 days, it drops its tethering assistance, loses all reinforcement cycles (meaning it can be destroyed in a single attack session), and completely removes Asset Safety. [1, 2]
Because items inside an exploded abandoned structure drop into space as loot rather than being safely transferred, the update received a deeply polarized response from the player base. [1, 3, 4, 5]
The Reception: A Divided Player Base
1. The Active Player Base & Hunters (Overwhelmingly Positive)
Active players, corporate groups, and PvP hunters viewed the update as a massive victory for the health of the game. [6, 7]
- The Ultimate Loot Pinata: Prowling warbands immediately formed to hunt down thousands of low-power structures scattered across New Eden. This led to historic “smash-and-grab” operations. For instance, a single pilot famously plundered rare blueprints (BPOs) and assets worth roughly $60,000 USD in equivalent real-world value from a single structure. [7, 8, 9]
- Clearing “Structure Spam”: Players had long complained about the sheer volume of abandoned, unpowered citadels cluttering space. The community largely agreed that forcing players to maintain their properties or risk losing them injected much-needed risk, conflict, and economic redistribution back into the sandbox. [6, 9, 10]
2. Casual Players, Smaller Corps, and Inactive/Returning Veterans (Highly Negative)
The mechanics of the Abandoned state drew intense criticism from a different subset of the community. [4, 5, 11]
- “Pulling the Carpet” on Absentees: Historically, EVE Online players could take months or years away from the game knowing their life’s work was protected by Asset Safety. The update meant players who took an unexpected break, suffered real-life emergencies, or were deployed overseas could return to find everything they ever owned completely erased. Critics argued this permanently broke the tether for returning veterans, forcing many to rage-quit permanently. [4, 5]
- Punishing the “Little Guy”: Small or solo corporations felt the 7-day timer was too unforgiving. While massive null-sec alliances had logistics teams to keep their citadels continuously fueled, smaller groups were much more vulnerable to missing a fuel cycle and getting their hard work instantly wiped out by larger entities. [11, 12, 13, 14]
| Player Group | General Sentiment | Main Reason |
|---|---|---|
| Hunters & Active PvPers | Created massive content, huge loot drops, and cleared space clutter. | |
| Economy Enthusiasts | Re-injected trillions of ISK and stagnant assets back into the market. | |
| Smaller / Solo Corps | Increased vulnerability and logistical burdens compared to massive groups. | |
| Inactive / Returning Vets | Wiped out years of progress without an adequate grandfathering system. |
Beyond the immediate community split, the Forsaken Fortress update triggered several chaotic, historic, and long-lasting ripple effects across the EVE Online universe. [1]
1. The Great “Delve” Purge (Shooting Their Own Assets)
When the update dropped, massive null-sec alliances realized they had thousands of forgotten “alt-corporation” structures littered across their sovereign space. Fearing that enemy spies or neutral warbands would blow them up and steal the loot, major coalitions like Goonswarm Federation frantically began shooting their own structures in Delve. It was a bizarre era where alliances ran massive internal military operations just to deny their own abandoned wealth to the rest of the galaxy. [2]
2. Economic Shockwaves
The amount of dormant wealth suddenly injected back into New Eden’s economy was staggering. [3]
- Flooding the Market: Years worth of hoarded minerals, rare tech, and Tech 2/Tech 3 blueprints (BPOs)—which had been frozen in inactive player accounts for up to half a decade—dropped into the hands of active players. [2, 4, 5]
- Deflation & Crashing Prices: When these active hunters dumped the plundered goods onto the markets in trade hubs like Jita, it caused massive deflationary pressure on certain high-end items, as supply drastically outstripped active demand overnight.
3. A Complete Paradigm Shift in CCP’s Philosophy
For years, the developer, CCP Games, had rigidly promised that Asset Safety was an absolute guarantee. They believed players would never trust the Citadel system if their hard-earned items could be permanently lost while they were away. Forsaken Fortress completely shattered that philosophy. It signaled a harsher, more cutthroat era of game design where the developer prioritized active player conflict over protecting the assets of absent subscribers. [2, 3]
4. High-Sec “Wardec” Metagame Redefined
Prior to the update, small high-security space (“high-sec”) corporations could anchor a structure and ignore the game’s War Declaration (Wardec) system by letting the structure sit in a low-power mode, protected by grueling multi-day reinforcement timers. Forsaken Fortress essentially put a target on every small group. Professional high-sec mercenary groups used locator agents to scan for unpowered structures, declared war on the owners, and melted the citadels in a single evening for easy profit, effectively driving many solo and small-scale operations out of high-sec engineering entirely. [6, 7]
And Quantum Cores (the subsequent update that forced players to buy expensive items just to anchor a structure).
What I see now are a lot of hidden Athanors in 0.5 systems owned by null corps. ![]()
[1] https://www.talkinginstations.com
[2] https://tagn.wordpress.com
[6] https://support.eveonline.com
[7] https://forums.eveonline.com
[3] https://tagn.wordpress.com
[5] https://tagn.wordpress.com
[7] https://www.rockpapershotgun.com
[9] https://www.rockpapershotgun.com
[10] https://tagn.wordpress.com
[11] https://forums.eveonline.com
[12] https://forums.eveonline.com
Is that hard, for you, to understand a simple answer? ![]()
Let me repeat it: FENRIS CREATIONS HUD UI CHANGE IS SUPERB, (…)
,
while your (Princess_Rose_Ivory) AI HUD is beyond ugly.
In line with my separate suggestion, how about making it obvious when warping is done?
Currently I guess when the warp text bar drops to around 20% and text switches to m/s. Though with that approach I still mistime my clicks regularly.
i find warp fine, but @Teodo_Dastem i hate the fenris hud
This were triggering enough for me to make my first post in the forums in like 15 years of playing eve. Hi all! ![]()
I note that a lot of this is catered to first player experience, but mind that a new player, if they were to stay in the game, will eventually become an experienced player themselves, with the same expectations from the UI as those of experienced players. That is to say, I would expect that making the UI seem more welcoming is not to reduce the utility it already provides.
I’ll go over the features in the order they appear in the Steam post and provide my own opinion on them:
Speed
I wouldn’t say you rarely need the “Set speed” functionality in general gameplay, unless you’re doing something weird. The way to control speed that is used much more often is activating/deactivating a prop-mod.
There is however a button there that is the most important, and it’s “Stop the ship”. Were I not to worry about user perception or discoverability, I’d make it so that clicking the speed gauge woul just command to stop the ship.
The only other control you most often need – accelerate full available speed in a particular direction – is already available through double-clicking on space, or pressing the approach / keep at range / orbit button in the overview.
Health
Tentatively for. The only way I can nit at the wip is that it loses information on what gets subtracted first on receiving damage.
There is also damage bleed-through mechanic in EVE that is currently not represented in the UI at all – if you are to remake it at all, it would be useful if you found a way to represent it, especially for the novice players who have no way to know about it today except either from experience or from a tutorial somewhere.
Capacitor
The gauges are a good idea IMO (I actually wouldn’t mind the same gauge for shields, where it’s sometimes important for passive shield PvE fits).
Yet again, a not-obvious mechanic that would be good to represent in the UX is that the passive capacitor recharge peaks at ~23%, which a novice would again have no way to now today except from a tutorial or by figuring it out during play.
Heat and overload
This together with the stuff below made me double take and question whether the developers responsible for UX rework even play the game actively (or at all).
The rack heat is a small and less-significant part of the overheat system! The overload is never directly about “how hot is my high / mid / low rack at this point in time”. Also, you almost never need to use the “overload rack” button during normal play – you overload the modules you need overloaded one by one (or by group in case of guns).
Consider the mid rack in your WIP for heat: I find I want to overload the cap booster much, much more often that I want to overload the shield hardeners – which I want to save for when the situation goes really bad.
What I really want to know when I overload a module is “how long can I keep it overloaded until it burns out”. Currently this is not trivial, because the amount of damage a module gets depends on the current rack heat (the only part where it matters), and also modules can have different HP.
I wouldn’t even necessarily call it a UX problem that needs to be solved, rather than a gameplay challenge of attention-management.
What is a UX problem is that, again, the current UX hides a pretty important mechanic: overheating modules also overheat their neighbours – even if they’re not active.
Situational awareness
On grid
I actually love this? A mini-version of ‘tactical overlay’ tucked near the rest of the hud is not bad. However, in its current WIP view it is absolutely useless because it erases one of the dimensions from the grid.
If to do it like that at all, consider just going with Elite’s traditional camera-oriented logarithmic radar with “points on sticks”. When you get the hang of it, it’s extremely convenient to read.
System view
Pretty useless? You never navigate through system this way – most of the game is happening around points of interest, all of which are immediately reachable as long as you’re in the same system. Mission running today is to find the ‘Warp to site’ button in the events UI on the left and press it.
This might be made useful for podscan, but needs much more thought put into it before it can be used instead of the traditional system map window, which has already received its own pass of rework some time ago.
Metro view
This is even more useless? This doesn’t really look like it would help with navigation ever, as you don’t fly through the star map directly – you use gates, placements of which inside a system don’t align with the relative directions of the neighbouring stars they’re connecting to.
Boosters
I’m pretty neutral on this. I will likely use it if it’s available, but won’t miss it if it’s not there.
Mind that it also kinda breaks the current, uhh, ludology of the hud as “control panel of the current ship’s systems”.
dude. this thread about HUD. wtf?
Politely Said you probably weren’t here during Siege Green. Which was the follow up. People said “Forsake Fortress wasn’t enough.”
That practically killed off any usage of astrahaus citadel. [Which kept people in smaller corps from building up.] We are still feeling the affects of Siege Green at this moment. Astrahaus went from three timers to two.
I came in after Forsaken Fortress, August 2020. Where I got to see the end game of the Trig Invasion, and then had to go through the Scarcity years. Where everything got ripped out for nearly 5 years.
That said, and back on topic. I don’t think the situation with the HUD is going to add any brownie points with anyone currently on break. And they have to relearn a new HUD after the fact.
Hence why alot of people here and elsewhere…are not exactly happy with the HUD changes. If “new players” are having a hard time with it…then we need a HUD tutorial just to explain the basics. But if this is a “change for change sake” aesthetics decision. I don’t think alot of EVE players are going to support such radical changes without reason.
Its important to note that CCP shouldn’t be treating their players like they are dumb. The solution to making the game more understandable isn’t to force us into a Fisher Price™ kitchen made of pretty colors and plastic.
Some are dumb, some are not.
Does it? If the current system tells you what gets subtracted first upon losing damage I don’t know where to see it, but maybe you’re adding a goal. Maybe I need to learn something.
Good post and contribution to the discussion!
FWIW, despite all the doomers here, the blog post itself does discuss adding tick marks for scale to the health bars. With that addition, I have a hard time seeing anything negative about the new concept for health.
I do tend to agree that I’ve never needed such precise speed control, but I don’t know everything about the game. Changing the buttons to “pause and fast forward”, I can fully get behind. Increasing it’s screen real estate by that much just for speed precision, I can understand the complaints.
And the old question:
Player made (fx LUA based) HUD when?
No, I wasn’t. I had enough already at that time.
OMG!
Didn’t realize that. Thanks for updating my knowledge.
And before scarcity there was this moon ore retroactive change. You know, they did a change to the ore that was mined sitting in your station but not reprocessed yet. Messing with time. Cause and effect in physics has a meaning. In EVE, not. Hell, this is game and they break their own rules.
That’s why I like real world. The creator/s are not messing with laws that were set in stone (or rather quarks and gluons). EVE is more like a kid with a stick over the anthill.
HUD is not a substance of the EVE universe. That’s something you can learn sooner or later. That’s why it doesn’t impact me in that way. And it looks promising IMHO.
OK, regarding the possible game/HUD bug I had mentioned above, whereby uncommanded overheating would occur… I’ve now realised that the tiny (few pixels wide) green arc above each module isn’t just an overheating indicator, it’s a BUTTON!
OMFG.
I now consider it very plausible that I accidentally clicked on that “button”. This feels more likely than the game somehow getting the shift key stuck…
Also, regarding setting of “precise” speeds: I don’t know how precisely most people need to control their speed, but even as a new player I’ve had to adjust my speed reasonably precisely (to say 5 or 10% of max) in two scenarios:
- orbiting a gas cloud while huffing and being chased by NPCs (need to be fast enough to maintain range but not so fast that you end up lapping the NPCs)
- holding range on NPCs in a straight line while sniping them
Probably more than they do.
I can think of a dozen or so reasons to do so, and there’s more I’ve never considered, I’m sure.